5 #include "mutators/_mod.qh"
7 #include "spawnpoints.qh"
8 #include "../common/state.qh"
9 #include "../common/physics/player.qh"
10 #include "../common/t_items.qh"
11 #include "../common/vehicles/all.qh"
12 #include "../common/items/_mod.qh"
13 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
14 #include "weapons/accuracy.qh"
15 #include "weapons/csqcprojectile.qh"
16 #include "weapons/selection.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes/all.qh"
19 #include "../common/notifications/all.qh"
20 #include "../common/physics/movetypes/movetypes.qh"
21 #include "../common/playerstats.qh"
22 #include "../common/teams.qh"
23 #include "../common/util.qh"
24 #include <common/weapons/_all.qh>
25 #include "../lib/csqcmodel/sv_model.qh"
26 #include "../lib/warpzone/common.qh"
28 void UpdateFrags(entity player, int f)
30 PlayerTeamScore_AddScore(player, f);
33 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
35 // TODO route through PlayerScores instead
36 if(game_stopped) return;
43 PlayerScore_Add(attacker, SP_SUICIDES, 1);
48 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
54 PlayerScore_Add(attacker, SP_KILLS, 1);
56 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
59 PlayerScore_Add(targ, SP_DEATHS, 1);
61 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
63 if(targ != attacker) // not for suicides
64 if(g_weaponarena_random)
66 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
67 Weapon culprit = DEATH_WEAPONOF(deathtype);
68 if(!culprit) culprit = attacker.(weaponentity).m_weapon;
69 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
71 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
77 if(!GiveFrags_randomweapons)
79 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
83 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
85 GiveFrags_randomweapons.weapons = start_weapons;
87 // all others (including the culprit): remove
88 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
89 GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
91 // among the remaining ones, choose one by random
92 W_RandomWeapons(GiveFrags_randomweapons, 1);
94 if(GiveFrags_randomweapons.weapons)
96 attacker.weapons |= GiveFrags_randomweapons.weapons;
97 attacker.weapons &= ~(culprit.m_wepset);
101 // after a frag, choose another random weapon set
102 if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
103 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
106 // FIXME fix the mess this is (we have REAL points now!)
107 if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
108 f = M_ARGV(2, float);
110 attacker.totalfrags += f;
113 UpdateFrags(attacker, f);
118 string AppendItemcodes(string s, entity player)
120 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
122 .entity weaponentity = weaponentities[slot];
123 int w = player.(weaponentity).m_weapon.m_id;
125 w = player.(weaponentity).cnt; // previous weapon
126 if(w != 0 || slot == 0)
127 s = strcat(s, ftos(w));
129 if(time < player.strength_finished)
131 if(time < player.invincible_finished)
133 if(player.flagcarried != NULL)
135 if(PHYS_INPUT_BUTTON_CHAT(player))
142 void LogDeath(string mode, int deathtype, entity killer, entity killed)
145 if(!autocvar_sv_eventlog)
147 s = strcat(":kill:", mode);
148 s = strcat(s, ":", ftos(killer.playerid));
149 s = strcat(s, ":", ftos(killed.playerid));
150 s = strcat(s, ":type=", Deathtype_Name(deathtype));
151 s = strcat(s, ":items=");
152 s = AppendItemcodes(s, killer);
155 s = strcat(s, ":victimitems=");
156 s = AppendItemcodes(s, killed);
161 void Obituary_SpecialDeath(
165 string s1, string s2, string s3,
166 float f1, float f2, float f3)
168 if(DEATH_ISSPECIAL(deathtype))
170 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
171 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
173 if(g_cts && deathtype == DEATH_KILL.m_id)
174 return; // TODO: somehow put this in CTS gamemode file!
178 if(deathent.death_msgmurder)
180 Send_Notification_WOCOVA(
184 deathent.death_msgmurder,
188 Send_Notification_WOCOVA(
192 deathent.death_msgmurder.nent_msginfo,
200 if(deathent.death_msgself)
202 Send_Notification_WOCOVA(
206 deathent.death_msgself,
210 Send_Notification_WOCOVA(
214 deathent.death_msgself.nent_msginfo,
221 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
224 float Obituary_WeaponDeath(
228 string s1, string s2, string s3,
231 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
232 if (death_weapon != WEP_Null)
234 w_deathtype = deathtype;
235 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
240 Send_Notification_WOCOVA(
248 // send the info part to everyone
249 Send_Notification_WOCOVA(
253 death_message.nent_msginfo,
261 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
272 bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
274 if(deathtype == DEATH_FIRE.m_id)
276 Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : targ.ping));
277 Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping));
281 return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
284 .int buffs = _STAT(BUFFS); // TODO: remove
285 entity buff_FirstFromFlags(int _buffs);
286 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
289 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
292 float notif_firstblood = false;
293 float kill_count_to_attacker, kill_count_to_target;
295 // Set final information for the death
296 targ.death_origin = targ.origin;
297 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
299 #ifdef NOTIFICATIONS_DEBUG
302 "Obituary(%s, %s, %s, %s = %d);\n",
306 Deathtype_Name(deathtype),
317 if(DEATH_ISSPECIAL(deathtype))
319 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
321 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
325 switch(DEATH_ENT(deathtype))
327 case DEATH_MIRRORDAMAGE:
329 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
335 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
341 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
343 backtrace("SUICIDE: what the hell happened here?\n");
346 LogDeath("suicide", deathtype, targ, targ);
347 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
348 GiveFrags(attacker, targ, -1, deathtype);
354 else if(IS_PLAYER(attacker))
356 if(SAME_TEAM(attacker, targ))
358 LogDeath("tk", deathtype, attacker, targ);
359 GiveFrags(attacker, targ, -1, deathtype);
361 attacker.killcount = 0;
363 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
364 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
365 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
367 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
368 // No need for specific death/weapon messages...
372 LogDeath("frag", deathtype, attacker, targ);
373 GiveFrags(attacker, targ, 1, deathtype);
375 attacker.taunt_soundtime = time + 1;
376 attacker.killcount = attacker.killcount + 1;
378 attacker.killsound += 1;
380 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
383 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
384 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
387 switch(attacker.killcount)
394 if(!checkrules_firstblood)
396 checkrules_firstblood = true;
397 notif_firstblood = true; // modify the current messages so that they too show firstblood information
398 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
399 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
401 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
402 kill_count_to_attacker = -1;
403 kill_count_to_target = -2;
407 kill_count_to_attacker = attacker.killcount;
408 kill_count_to_target = 0;
419 kill_count_to_attacker,
420 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
428 kill_count_to_target,
431 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
434 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
442 kill_count_to_attacker,
443 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
451 kill_count_to_target,
454 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
459 if(deathtype == DEATH_BUFF.m_id)
460 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
462 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
463 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
472 switch(DEATH_ENT(deathtype))
474 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
475 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
476 // and there will be a REAL DEATH_VOID implementation which mappers will use.
477 case DEATH_HURTTRIGGER:
479 Obituary_SpecialDeath(targ, false, deathtype,
491 Obituary_SpecialDeath(targ, false, deathtype,
493 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
503 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
508 LogDeath("accident", deathtype, targ, targ);
509 GiveFrags(targ, targ, -1, deathtype);
511 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
513 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
514 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
518 // reset target kill count
519 if(targ.killcount) { targ.killcount = 0; }
522 void Ice_Think(entity this)
524 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
529 setorigin(this, this.owner.origin - '0 0 16');
530 this.nextthink = time;
533 void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypoint)
535 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
538 if(STAT(FROZEN, targ))
541 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
543 STAT(FROZEN, targ) = frozen_type;
544 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
545 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
546 targ.revive_speed = revivespeed;
548 IL_REMOVE(g_bot_targets, targ);
549 targ.bot_attack = false;
550 targ.freeze_time = time;
552 entity ice = new(ice);
554 ice.scale = targ.scale;
555 setthink(ice, Ice_Think);
556 ice.nextthink = time;
557 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
558 setmodel(ice, MDL_ICE);
560 ice.colormod = Team_ColorRGB(targ.team);
561 ice.glowmod = ice.colormod;
563 targ.revival_time = 0;
567 RemoveGrapplingHooks(targ);
569 FOREACH_CLIENT(IS_PLAYER(it),
571 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
573 .entity weaponentity = weaponentities[slot];
574 if(it.(weaponentity).hook.aiment == targ)
575 RemoveHook(it.(weaponentity).hook);
581 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
584 void Unfreeze (entity targ)
586 if(!STAT(FROZEN, targ))
589 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
591 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
592 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
595 STAT(FROZEN, targ) = 0;
596 targ.revive_progress = 0;
597 targ.revival_time = time;
599 IL_PUSH(g_bot_targets, targ);
600 targ.bot_attack = true;
602 WaypointSprite_Kill(targ.waypointsprite_attached);
604 FOREACH_CLIENT(IS_PLAYER(it),
606 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
608 .entity weaponentity = weaponentities[slot];
609 if(it.(weaponentity).hook.aiment == targ)
610 RemoveHook(it.(weaponentity).hook);
614 // remove the ice block
616 delete(targ.iceblock);
617 targ.iceblock = NULL;
620 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
622 float complainteamdamage = 0;
623 float mirrordamage = 0;
624 float mirrorforce = 0;
626 if (game_stopped || targ.killcount == FRAGS_SPECTATOR)
629 entity attacker_save = attacker;
631 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
632 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
634 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
640 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
642 // exit the vehicle before killing (fixes a crash)
643 if(IS_PLAYER(targ) && targ.vehicle)
644 vehicles_exit(targ.vehicle, VHEF_RELEASE);
646 // These are ALWAYS lethal
647 // No damage modification here
648 // Instead, prepare the victim for his death...
650 targ.spawnshieldtime = 0;
651 targ.health = 0.9; // this is < 1
652 targ.flags -= targ.flags & FL_GODMODE;
655 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
661 // nullify damage if teamplay is on
662 if(deathtype != DEATH_TELEFRAG.m_id)
663 if(IS_PLAYER(attacker))
665 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
670 else if(SAME_TEAM(attacker, targ))
672 if(autocvar_teamplay_mode == 1)
674 else if(attacker != targ)
676 if(autocvar_teamplay_mode == 3)
678 else if(autocvar_teamplay_mode == 4)
680 if(IS_PLAYER(targ) && !IS_DEAD(targ))
682 attacker.dmg_team = attacker.dmg_team + damage;
683 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
684 if(complainteamdamage > 0)
685 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
686 mirrorforce = autocvar_g_mirrordamage * vlen(force);
687 damage = autocvar_g_friendlyfire * damage;
688 // mirrordamage will be used LATER
690 if(autocvar_g_mirrordamage_virtual)
692 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
693 attacker.dmg_take += v.x;
694 attacker.dmg_save += v.y;
695 attacker.dmg_inflictor = inflictor;
700 if(autocvar_g_friendlyfire_virtual)
702 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
703 targ.dmg_take += v.x;
704 targ.dmg_save += v.y;
705 targ.dmg_inflictor = inflictor;
707 if(!autocvar_g_friendlyfire_virtual_force)
718 if (!DEATH_ISSPECIAL(deathtype))
720 damage *= g_weapondamagefactor;
721 mirrordamage *= g_weapondamagefactor;
722 complainteamdamage *= g_weapondamagefactor;
723 force = force * g_weaponforcefactor;
724 mirrorforce *= g_weaponforcefactor;
727 // should this be changed at all? If so, in what way?
728 MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
729 damage = M_ARGV(4, float);
730 mirrordamage = M_ARGV(5, float);
731 force = M_ARGV(6, vector);
733 if(IS_PLAYER(targ) && damage > 0 && attacker)
735 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
737 .entity weaponentity = weaponentities[slot];
738 if(targ.(weaponentity).hook && targ.(weaponentity).hook.aiment == attacker)
739 RemoveHook(targ.(weaponentity).hook);
743 if(STAT(FROZEN, targ))
744 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
746 if(autocvar_g_frozen_revive_falldamage > 0)
747 if(deathtype == DEATH_FALL.m_id)
748 if(damage >= autocvar_g_frozen_revive_falldamage)
751 targ.health = autocvar_g_frozen_revive_falldamage_health;
752 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
753 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
754 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
758 force *= autocvar_g_frozen_force;
761 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
763 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
765 entity spot = SelectSpawnPoint (targ, false);
770 targ.deadflag = DEAD_NO;
772 targ.angles = spot.angles;
775 targ.effects |= EF_TELEPORT_BIT;
777 targ.angles_z = 0; // never spawn tilted even if the spot says to
778 targ.fixangle = true; // turn this way immediately
779 targ.velocity = '0 0 0';
780 targ.avelocity = '0 0 0';
781 targ.punchangle = '0 0 0';
782 targ.punchvector = '0 0 0';
783 targ.oldvelocity = targ.velocity;
785 targ.spawnorigin = spot.origin;
786 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
787 // don't reset back to last position, even if new position is stuck in solid
788 targ.oldorigin = targ.origin;
789 targ.prevorigin = targ.origin;
791 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
797 // apply strength multiplier
798 if (attacker.items & ITEM_Strength.m_itemid)
802 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
803 force = force * autocvar_g_balance_powerup_strength_selfforce;
807 damage = damage * autocvar_g_balance_powerup_strength_damage;
808 force = force * autocvar_g_balance_powerup_strength_force;
812 // apply invincibility multiplier
813 if (targ.items & ITEM_Shield.m_itemid)
814 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
817 if (targ == attacker)
818 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
823 if(deathtype != DEATH_BUFF.m_id)
824 if(targ.takedamage == DAMAGE_AIM)
828 if(IS_VEHICLE(targ) && targ.owner)
833 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
835 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
839 if(deathtype != DEATH_FIRE.m_id)
841 if(PHYS_INPUT_BUTTON_CHAT(victim))
842 attacker.typehitsound += 1;
844 attacker.damage_dealt += damage;
847 damage_goodhits += 1;
848 damage_gooddamage += damage;
850 if (!DEATH_ISSPECIAL(deathtype))
852 if(IS_PLAYER(targ)) // don't do this for vehicles
860 if(deathtype != DEATH_FIRE.m_id)
862 attacker.typehitsound += 1;
864 if(complainteamdamage > 0)
865 if(time > attacker.teamkill_complain)
867 attacker.teamkill_complain = time + 5;
868 attacker.teamkill_soundtime = time + 0.4;
869 attacker.teamkill_soundsource = targ;
877 if (targ.damageforcescale)
879 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
881 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
882 if(targ.move_movetype == MOVETYPE_PHYSICS)
884 entity farcent = new(farce);
885 farcent.enemy = targ;
886 farcent.movedir = farce * 10;
888 farcent.movedir = farcent.movedir * targ.mass;
889 farcent.origin = hitloc;
890 farcent.forcetype = FORCETYPE_FORCEATPOS;
891 farcent.nextthink = time + 0.1;
892 setthink(farcent, SUB_Remove);
896 targ.velocity = targ.velocity + farce;
898 UNSET_ONGROUND(targ);
899 UpdateCSQCProjectile(targ);
902 if (damage != 0 || (targ.damageforcescale && force))
903 if (targ.event_damage)
904 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
906 // apply mirror damage if any
907 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
908 if(mirrordamage > 0 || mirrorforce > 0)
910 attacker = attacker_save;
912 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
913 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
917 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity)
918 // Returns total damage applies to creatures
922 float total_damage_to_creatures;
927 float stat_damagedone;
929 if(RadiusDamage_running)
931 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
935 RadiusDamage_running = 1;
937 tfloordmg = autocvar_g_throughfloor_damage;
938 tfloorforce = autocvar_g_throughfloor_force;
940 total_damage_to_creatures = 0;
942 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
943 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
945 force = inflictorvelocity;
949 force = normalize(force);
950 if(forceintensity >= 0)
951 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
953 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
958 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
962 if ((targ != inflictor) || inflictorselfdamage)
963 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
970 // LordHavoc: measure distance to nearest point on target (not origin)
971 // (this guarentees 100% damage on a touch impact)
972 nearest = targ.WarpZone_findradius_nearest;
973 diff = targ.WarpZone_findradius_dist;
974 // round up a little on the damage to ensure full damage on impacts
975 // and turn the distance into a fraction of the radius
976 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
978 //bprint(ftos(power));
979 //if (targ == attacker)
980 // print(ftos(power), "\n");
986 finaldmg = coredamage * power + edgedamage * (1 - power);
992 vector myblastorigin;
995 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
997 // if it's a player, use the view origin as reference
998 center = CENTER_OR_VIEWOFS(targ);
1000 force = normalize(center - myblastorigin);
1001 force = force * (finaldmg / coredamage) * forceintensity;
1004 if(deathtype & WEP_BLASTER.m_id)
1005 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1007 if(targ != directhitentity)
1012 float mininv_f, mininv_d;
1014 // test line of sight to multiple positions on box,
1015 // and do damage if any of them hit
1018 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1019 // so for a given max stddev:
1020 // n = (1 / (2 * max stddev of hitratio))^2
1022 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1023 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1025 if(autocvar_g_throughfloor_debug)
1026 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1029 total = 0.25 * (max(mininv_f, mininv_d) ** 2);
1031 if(autocvar_g_throughfloor_debug)
1032 LOG_INFOF(" steps=%f", total);
1035 if (IS_PLAYER(targ))
1036 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1038 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1040 if(autocvar_g_throughfloor_debug)
1041 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1043 for(c = 0; c < total; ++c)
1045 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1046 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1047 if (trace_fraction == 1 || trace_ent == targ)
1051 hitloc = hitloc + nearest;
1055 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1056 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1057 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1060 nearest = hitloc * (1 / max(1, hits));
1061 hitratio = (hits / total);
1062 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1063 finaldmg = finaldmg * a;
1064 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1067 if(autocvar_g_throughfloor_debug)
1068 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1071 //if (targ == attacker)
1073 // print("hits ", ftos(hits), " / ", ftos(total));
1074 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1075 // print(" (", ftos(a), ")\n");
1077 if(finaldmg || force)
1081 total_damage_to_creatures += finaldmg;
1083 if(accuracy_isgooddamage(attacker, targ))
1084 stat_damagedone += finaldmg;
1087 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1088 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1090 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1098 RadiusDamage_running = 0;
1100 if(!DEATH_ISSPECIAL(deathtype))
1101 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1103 return total_damage_to_creatures;
1106 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1108 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1111 float Fire_IsBurning(entity e)
1113 return (time < e.fire_endtime);
1116 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1119 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1130 // print("adding a fire burner to ", e.classname, "\n");
1131 e.fire_burner = new(fireburner);
1132 setthink(e.fire_burner, fireburner_think);
1133 e.fire_burner.nextthink = time;
1134 e.fire_burner.owner = e;
1140 if(Fire_IsBurning(e))
1142 mintime = e.fire_endtime - time;
1143 maxtime = max(mintime, t);
1145 mindps = e.fire_damagepersec;
1146 maxdps = max(mindps, dps);
1148 if(maxtime > mintime || maxdps > mindps)
1152 // damage we have right now
1153 mindamage = mindps * mintime;
1155 // damage we want to get
1156 maxdamage = mindamage + d;
1158 // but we can't exceed maxtime * maxdps!
1159 totaldamage = min(maxdamage, maxtime * maxdps);
1163 // totaldamage = min(mindamage + d, maxtime * maxdps)
1165 // totaldamage <= maxtime * maxdps
1166 // ==> totaldamage / maxdps <= maxtime.
1168 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1169 // >= min(mintime, maxtime)
1170 // ==> totaldamage / maxdps >= mintime.
1173 // how long do we damage then?
1174 // at least as long as before
1175 // but, never exceed maxdps
1176 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1180 // at most as long as maximum allowed
1181 // but, never below mindps
1182 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1184 // assuming t > mintime, dps > mindps:
1185 // we get d = t * dps = maxtime * maxdps
1186 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1187 // totaldamage / maxdps = maxtime
1188 // totaldamage / mindps > totaldamage / maxdps = maxtime
1190 // a) totaltime = max(mintime, maxtime) = maxtime
1191 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1193 // assuming t <= mintime:
1194 // we get maxtime = mintime
1195 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1196 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1198 // assuming dps <= mindps:
1199 // we get mindps = maxdps.
1200 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1201 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1202 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1204 e.fire_damagepersec = totaldamage / totaltime;
1205 e.fire_endtime = time + totaltime;
1206 if(totaldamage > 1.2 * mindamage)
1208 e.fire_deathtype = dt;
1209 if(e.fire_owner != o)
1212 e.fire_hitsound = false;
1215 if(accuracy_isgooddamage(o, e))
1216 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1217 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1224 e.fire_damagepersec = dps;
1225 e.fire_endtime = time + t;
1226 e.fire_deathtype = dt;
1228 e.fire_hitsound = false;
1229 if(accuracy_isgooddamage(o, e))
1230 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1235 void Fire_ApplyDamage(entity e)
1240 if (!Fire_IsBurning(e))
1243 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1244 if(IS_NOT_A_CLIENT(o))
1247 // water and slime stop fire
1249 if(e.watertype != CONTENT_LAVA)
1256 t = min(frametime, e.fire_endtime - time);
1257 d = e.fire_damagepersec * t;
1259 hi = e.fire_owner.damage_dealt;
1260 ty = e.fire_owner.typehitsound;
1261 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1262 if(e.fire_hitsound && e.fire_owner)
1264 e.fire_owner.damage_dealt = hi;
1265 e.fire_owner.typehitsound = ty;
1267 e.fire_hitsound = true;
1269 if(!IS_INDEPENDENT_PLAYER(e))
1270 if(!STAT(FROZEN, e))
1271 FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
1273 if(!IS_INDEPENDENT_PLAYER(it))
1274 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1276 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1277 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1278 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1283 void Fire_ApplyEffect(entity e)
1285 if(Fire_IsBurning(e))
1286 e.effects |= EF_FLAME;
1288 e.effects &= ~EF_FLAME;
1291 void fireburner_think(entity this)
1293 // for players, this is done in the regular loop
1294 if(wasfreed(this.owner))
1299 Fire_ApplyEffect(this.owner);
1300 if(!Fire_IsBurning(this.owner))
1302 this.owner.fire_burner = NULL;
1306 Fire_ApplyDamage(this.owner);
1307 this.nextthink = time;